#version 460
#define GLSLIFY 1

layout(std140, set=0, binding=0) uniform U_Matrix {
	mat4 mat_ProjecView;
	//mat4 mat_view;	
};

//layout(std140, set=1, binding=1) uniform mat4 Model_Matrix;
layout(std140, binding = 1) readonly buffer U1_Matrix {
	mat4 mat_Model[];
};

layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;

layout(location = 0) out vec3 vColor;
layout(location = 1) out vec3 vNormal;
out gl_PerVertex {
	vec4 gl_Position;
};

void main(void){
	vec4 p = vec4(inPos, 1.0);
	gl_Position = mat_ProjecView * mat_Model[gl_InstanceIndex] * p;
	//gl_Position = vec4(inPos, 1.0);
	//vColor = inColor;
}

